mirror of https://github.com/godotengine/godot
When making items visible from the visual server, the collision check is deferred to prevent two identical collision checks when set_pairable is called shortly after. It turns out that for some items (especially meshes), set_pairable is never called. This PR detects this occurrence and forces a collision check at the end of the routine. |
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| .. | ||
| SCsub | ||
| rasterizer.cpp | ||
| rasterizer.h | ||
| shader_language.cpp | ||
| shader_language.h | ||
| shader_types.cpp | ||
| shader_types.h | ||
| visual_server_canvas.cpp | ||
| visual_server_canvas.h | ||
| visual_server_globals.cpp | ||
| visual_server_globals.h | ||
| visual_server_raster.cpp | ||
| visual_server_raster.h | ||
| visual_server_scene.cpp | ||
| visual_server_scene.h | ||
| visual_server_viewport.cpp | ||
| visual_server_viewport.h | ||
| visual_server_wrap_mt.cpp | ||
| visual_server_wrap_mt.h | ||